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Nature Prestige Classes

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1 Nature Prestige Classes on Sun Oct 31, 2010 12:19 am

Champion of the Wild


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
In order to become a champion of the wild, an initiate must excel in swordplay and exhibit patience, grace, and compassion. To take joy only in feat of arms is to live a crude and diminished life. There is more to life than fighting well, and the true champion knows this. Champions of the wild embody discipline and skill and relies on quickness, agility, and an almost scholarly study of the most difficult and advanced techniques of swordplay instead of brute power.
Requirements:
Alignment: Any non-evil.
BAB: +7
Skills: Diplomacy 4, Lore 2
Feats: Martial Weapons, Heavy Armor, Combat Expertise, Dodge, Weapon Focus (Longsword, Rapier, or Scimitar)
Class Features:
HD: d10
BAB: High
High Saves: Fort, Will
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Concentration, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Lore, Parry, Spellcraft, and Tumble.
Class Abilities:
Level 1: Touch of the Wild, Bonus Feat
Level 2: Elegant Strike
Level 3: Superior Defense +1
Level 4: Bonus Feat
Level 5: Dash
Level 6: Superior Defense +2
Level 7: Bonus Feat
Level 8: Wrath of the Wild 1/day
Level 9: Superior Defense +3
Level 10: Bonus Feat
Touch of the Wild: Upon entering this class, you gain the ability to heal wounds by touch, much like a paladin's lay on hands ability. Paladin levels stack with class levels as long as you have a Charisma score higher than 11.
Bonus Feat: At 1st level and every three levels thereafter, you gain a bonus feat from the following list: Armor Specialization (any), Battle Dancer, Blind Fight, Champion of the Wild's Extra Wrath feats, Cleave, Combat Mastery (any), Deadly Defense, Deflect Arrow, Disarm, Dodge, Elemental Archer's Improved Elemental Shield, Elemental Archer's Improved Elemental Storm, Epic Toughness, Epic Weapon Focus (any), Exotic Weapon Proficiency, Expertise, Fiery Fist, Fiery Ki Defense, Great Attribute increase line, Great Cleave, Greater Weapon Focus (any), Improved Critical (any), Improved Disarm, Improved Expertise, Improved Initiative, Improved Knockdown, Improved Parry, Improved Power Attack, Improved Unarmed Strike, Improved Whirlwind Attack, Knockdown, Manyshot, Mobility, Oversized Two-Weapon Fighting, Penetrating Shot, Point Blank Shot, Power Attack, Rapid Reload, Rapid Shot, Spring Attack, Stunning Fist, Toughness, Two-Weapon Defense line, Weapon Focus (any), Weapon Finesse, and Whirlwind Attack.
Elegant Strike: Upon reaching 2nd level, you become able to place your attacks where they deal greater damage. You apply your Dexterity bonus as a bonus on damage rolls (in addition to any Strength bonus you may have) with any of the following weapons: longsword, rapier, scimitar, or universal sword.
Superior Defense: At 3rd level, you learn special techniques for making the best use of your natural agility even while wearing restrictive armor. You gain a +1 Dodge AC bonus at 3rd level. At 6th level the bonus improves to +2 and at 9th level it increases by +3.
Wrath of the Wild: At 8th level, you gain the ability to briefly channel the divine power of a wild deity, enveloping one melee weapon you wield in a veil of incandescent light. You gain a +2 sacred bonus on attack rolls and deal an extra 2d6 points of damage with each melee attack you make for a number of rounds equal to 4 + your Cha modifier.
New Feats are available to gain additional uses per day of Wrath of the Wild:
Extra Wrath of the Wild I (improves to 3 uses/day).
Extra Wrath of the Wild II (improves to 5 uses/day).

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2 Daggerspell Shaper on Sun Oct 31, 2010 12:19 am

Daggerspell Shaper
In a reclusive monastery in the heart of an ancient forest, a varied group of druids and arcane spellcasters train together. The adherents of this monastery work to perfect a unique fighting and spellcasting style that relies on wielding a pair of daggers at all times. Some of these students - known as daggerspell shapers - blend the fighting style with druid magic, spinning a deadly web of steel in front of them as they perform powerful feats of natural magic, or blending their daggers into the claws and talons of their wild-shaped forms.
Daggerspell shapers see the precise martial powers of their twin-dagger style and their magic as an extension of one powerful philosophy. The shapers seek truth in all things, believing that you can seperate right from wrong and nature from corruption with the clean slice of a blade. Although never numerous, shapers are respected as judges, warriors, and defenders of the weak.
Almost every daggerspell shaper begins her career as a druid, taking a level or two of rogue after a few successful adventures. These individuals are drawn to the exotic fighting style and balanced ideals of the guild. Although most daggerspell shapers are primarily spellcasters, some have more complicated multiclass pathways that include ranger or barbarian levels. These shapers follow all the precepts of the guild, but they are more likely to defend nature with the steel of their daggers than with their spells.
Requirements
Alignment: Any nonevil
Skills: Concentration 8
Feats: Weapon Focus (Dagger), Two-Weapon Fighting, Wild Shape, Sneak Attack 1d6
Class Features
HD: d6
BAB: Medium
High Saves: Reflex, Will
Weapon and Armor proficiency: None
Class Skills: Craft Weapon, Craft Armor, Concentration, Heal, Hide, Listen, Lore, Move Silently, Spellcraft, Spot, Survival, Tumble
Skill points: 6 + Int modifier
Class Abilities
Level 1: Daggercast, Wild Shape (1/day), Spellcasting Progression
Level 2: Dagger claws
Level 3: Sneak Attack +1d6
Level 4: Wild Shape (2/day)
Level 5:
Level 6: Sneak Attack +2d6
Level 7: Wild Shape (3/day)
Level 8:
Level 9: Sneak Attack +3d6
Level 10: Daggerspell flurry, Wild Shape (4/day)
Spellcasting Progression: At each level (starting at level 2), a daggerspell shaper gains new spells per day as if he had also gained a level in a divine spell-casting class to which he belonged before adding the prestige class level.
Daggercast: When making a melee touch attack spell the shaper uses her dagger to deliver the spell, adding her right hand's dagger damage to the spells (base dagger damage plus any enhance bonus). Supported spells are Cause Light Wounds, Cause Moderate Wounds, Cause Serious Wounds, Harm, and the reserve feat Clap of Thunder.
Wild Shape: Wild Shape: Daggerspell shaper class levels stack with druid levels (along with Lion of Talisid and Nature's Warrior) to determine wild shape abilities. A daggerspell shaper gains one additional daily use of her wild shape ability at 1st level, 4th level, 7th level, and 10th level.
Dagger Claws: When a daggerspell shaper of 2nd level or higher uses wild shape, she adds the enhance bonus from the dagger she is holding in her right hand into the natural attacks of her new form.
Daggerspell Flurry: A 10th-level daggerspell shaper can blend spellcasting with a flurry of dagger attacks. When delivering a touch attack spell and wielding daggers, the daggerspell shaper adds each of her dagger's damage (base damage plus any enhance bonus) to the touch spell's damage. This replaces the Daggercast ability by adding both daggers damage instead of the main hand's damage. Supported spells are Cause Light Wounds, Cause Moderate Wounds, Cause Serious Wounds, Harm, and the reserve feat Clap of Thunder. Each dagger's damage is applied separately of the touch spell's affect.

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3 Elemental Archer on Sun Oct 31, 2010 12:22 am

Elemental Archer
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 5 levels.
Elemental archers focus on channeling the elemental planes to supplement their combat prowess with ranged or thrown weapons. Through exhaustive training, elemental archers are capable of opening small rifts in one of the planes, infusing their attacks with elemental energy or shielding themselves from harm. These fearsome displays of raw elemental fury are rarely tolerated in most civilized lands which makes the class a perfect fit for the solitary Genasi though any race may become an elemental archer.
Druids and Rangers are the most likely characters to become elemental archers due to their ties to nature and the elements. It is not uncommon for Clerics and Favored Souls of a deity whose portfolio includes the elemental planes to follow the path as well. Those with a taste for the arcane and focus on elemental spells are also good candidates.
Requirements:
Base Attack Bonus: +8
Required Feats: Point Blank Shot, Manyshot, Weapon Focus in a ranged or thrown weapon.
Class Features:
Hit Die: d8
Base Attack Bonus: High.
High Saves: Reflex.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Concentration, Craft Armor, Craft Weapon, Intimidate, Listen, Lore, Spot, Survival, Tumble
Class Abilities:
Level 1: Path of Elements, Elemental Shot
Level 2: Accurate Shot (+1)
Level 3: Elemental Shield (5 minute cooldown)
Level 4: Accurate Shot (+2)
Level 5: Elemental Shield (2m:30s cooldown) , Elemental Storm (5 minute cooldown)
All class abilities require that a ranged or thrown weapon be equipped for the ability to work.
Path of Elements: At first level, the elemental archer must choose one of the four elements they wish to channel. All following abilities will use this element for their energy type. Genasi gain a +2 elemental damage bonus with Elemental Shot if they choose the same element as their heritage (stacking with the bonus from elemental shot).
Elemental Shot: At first level, the elemental archer channels their chosen plane through their hands, causing their shots to strike with elemental damage. For each level of Elemental Archer, the player gains 1 point of elemental damage on each shot made. Genasi gain a +2 elemental damage bonus if they choose the same element as their heritage (stacking with the bonus from elemental shot).
Accurate Shot - At level 2 their accuracy at channeling the elements improves, granting them a +1 attack bonus. This bonus improves to +2 at level 4.
Elemental Shield - At 3rd level, the elemental archer is capable of directing their chosen elemental energy into a protective shield about them once every 5 minutes. They gain a damage shield of their element that also adds a shield AC bonus. The shield AC bonus is equal to half their class level (+3 at level 5) and the damage shield's damage is d4 + half their class level (d4 + 3 at 5th). It lasts for a number of rounds equal to their con bonus plus their class level. The elemental archer is able to use this shield more often once they achieve 5th level (every 2 minutes, 30 seconds).
Elemental Storm - Beginning at 5th level, an elemental archer can tap the raw fury of their native plane and direct it against a group of foes. You unleash a hail of attacks imbued with elemental damage in a 40' circle, dealing your weapon damage + 2d6 of your chosen element if you succeed with a ranged touch attack. You can affect up to 5 targets.
***
New Feats will be added for the Elemental Archer:
Improved Elemental Shield: The elemental shield adds an AC bonus equal to class level instead of half of their class level. The damage dealt improves to d4 + class level. Duration is doubled.
Improved Elemental Storm: The elemental storm becomes a raging conflagration of energy. The damage bonus increases to 4d6 and the number of targets increases to 10.

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4 Elemental Warrior on Sun Oct 31, 2010 12:26 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 5 levels.
The elemental warrior sees that great strength comes from focusing on the most basic aspects of reality. The sages say that the worlds are formed through combinations of fire, water, earth, and air, and that any problem can be overcome with the correction application of these forces. The elemental warrior becomes attuned to one of these building blocks of reality, channeling its power to great effect.
Fighters, monks, paladins, and barbarians make the best elemental warriors. This prestige class is focused on fighting and applying the elements in just the right way to bring down even the toughest adversary. Bards, rogues, rangers, and druids also may find this class useful if they often find themselves involved in close combat; a few levels of elemental warrior give them access to a range of weapons and defenses that will make them much more versatile.
Requirements:
Skills: Lore 5
Base Attack Bonus: +7
Class Features:
HD: d10
BAB: Medium
High Saves: Fortitude
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Craft Weapon, Craft Armor, Intimidate, Lore, Parry, and Taunt.
Class Abilities:
Level 1: Elemental Affinity
Level 2: Elemental Manifestation
Level 3: Elemental Weapon
Level 4: Elemental Movement (Bonus feat: Dash), Elemental Sanctuary
Level 5: Elemental Strike
Elemental Affinity: An elemental warrior is attuned to one of the Elemental Planes, which imbues her with certain related abilities. At 1st level, she selects one of the four elements (air, earth, fire, or water) as the one for which she has an affinity. She gains resistance 10 to a particular energy type based on her chosen element (electricity for air, acid for earth, fire for fire, and cold for water).
Elemental Manifestation: An elemental warrior of 2nd level or higher can cause her body to manifest aspects of her chosen element. The effect lasts for 1 minute and may be used a number of times per day equal to her class level.
Air: All ranged attacks against her have a 20% miss chance.
Earth: The elemental warrior's skin is partially sheathed in rocky hide. Her natural armor bonus increased by 3 (this is an enhancement bonus).
Fire: A sheath of flame envelops the elemental warrior. Any opponent who lands a successful melee attack against her takes 1d6 points of fire damage.
Water: The elemental warrior becomes coated in water. She gains damage reduction 3/piercing.
Elemental Weapon: At 3rd level and higher, an elemental warrior can imbue her melee weapons with the energy of her chosen element. The imbued weapons deals an extra 2d6 points of energy damage on each hit. The effect lasts for 1 minute and can be used a number of times per day equal to her class level. The bonus is applied to the character so works with all types of weapons.
When an elemental warrior reaches 5th level, this ability improves. The extra damage remains the same, but on a successful critical hit, the weapons release a burst of energy that deals an additional 4d6 damage (Massive Criticals: 4d6).
Elemental Movement: At 4th level, an elemental warrior's base land speed increases by 10 feet (Bonus Feat: Dash).
Elemental Sanctuary: At 4th level, elemental warriors of all kinds also gain the ability to plane shift once per day for 1 minute (equivalent to the ethereal jaunt spell for 10 rounds).
Elemental Strike: Once per day, a 5th-level elemental warrior can channel her chosen element to deal a devastating melee touch attack. No save is allowed against the damage dealt by the attack, but a successful Fortitude save negates the secondary effect. The save DC for these effects is 15 + the elemental warrior's Con modifier.
Air, Earth: Target takes 10d6 points of blunt damage from the crushing touch attack and is knocked down (Fort save negates knockdown).
Fire: Target takes 10d6 points of fire damage and catches fire for 1d4 rounds (Fort save negates catching on fire). The target takes 1d6 fire damage for each round they are on fire unless they make a Reflex save, in which case the flames end.
Water: Target takes 10d6 points of magic damage as moisture is drawn from its body and becomes nauseated for 1 round (Fort save negates nausea).
New Feats: Extra Elemental Strike (adds 2 uses per day of Elemental Strike)

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5 Fist Of The Forest on Sun Oct 31, 2010 12:27 am

Fist Of The Forest
To be one with the wild, you must become wild yourself. It's only natural."
Though the two classes seem to have little in common, the paths of the monk and the barbarian often converge in the fist of the forest. Monks and other disciplined characters seek heightened connections with nature through a primal devotion to its defense. Barbarians and other wild characters seem to simply end up on this path if they are fated for it.
Requirements
Base Attack Bonus: +4
Feats: Great Fortitude, Improved Unarmed Strike, Power Attack
Skills: Survival 4.
Class Features
HD: d10
BAB: High
High Saves: Fort, Ref
Weapon and Armor proficiency: None
Class Skills: Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Parry, Move Silently, Spot, Survival, and Tumble.
Skill points: 2 + Int modifier
Class Abilities
Level 1: AC Bonus, Bonus Feat: Dash, Feral Stance 1/day, Unarmed Damage Increase
Level 2: Uncanny Dodge, Ki Strike (Magic)
Level 3: Feral Stance 2/day, Blind-Fight
AC Bonus: While unarmored, you gain a bonus to your dodge Armor Class equal to your Constitution bonus (if any). Only your base Constitution is used for this bonus (spell/item enhancements are not used). This bonus will not work while wildshaped.
Feral Trance: Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on attack rolls. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. At 3rd level, you can use this ability twice per day. The Extend Rage feat increases the duration by 5 rounds.
Unarmed Damage Increase: Your unarmed attacks deal more damage than usual. You deal +1d6 blunt damage when not wielding any weapons.

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6 Forest Master on Sun Oct 31, 2010 12:27 am

PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
Guardians of the pristine wilderness and defenders of the ancient trees, forest masters are the living embodiments of sentient nature. They walk the shadows under the woods and destroy those who would lay waste to the wild lands. Where druids hold all aspects of nature dear - the forest masters consider the forests more ancient than the coming of animals or sentient races in the most sacred spots of the world.
Druids most often become forest masters, but it is not unheard of for rangers or clerics of nature deities to follow this path.
Requirements:
BAB: +5
Skills: Lore 13, Survival 8
Feats: Alertness, Toughness, Power Attack, Weapon Focus (Warmace)
Divine Spellcasting: Level 3
Class Features:
Hit Die: d8
Base Attack Bonus: Medium.
High Saves: Fort, Will.
Weapon Proficiencies: Martial.
Armor Proficiencies: None.
Skill Points: 2 + Int modifier.
Class Skills: Concentration, Craft Weapon, Craft Armor, Heal, Hide, Intimidate, Listen, Lore, Move Silently, Spot, Survival.
Class Abilities:
Level 1: Tree Brother, Spellcasting Progression
Level 2: Forest Dominion, Forest's Hammer
Level 3: Oaken Skin (Natural Armor +3)
Level 4: Oak Strength, Bonus Feat: Knockdown
Level 5: Spruce Growth, Oaken Skin (Natural Armor +5)
Level 6: Forest's Hammer (Bursting)
Level 7: Oakheart, Oaken Skin (Natural Armor +7)
Level 8: Deep Roots
Level 9: Forest's Hammer (Cleaving)
Level 10: Forest Might
Spellcasting Progression: At levels 1, 2, 3, 5, 6, 7, 9, and 10 you gain new spells per day and an increase in caster level (and spells known) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. If you had more than one divine spellcasting class before becoming a forest master, you must decide which class gains the increased casting ability.
Tree Brother
The forest master may assume tree shape once per day granting the equivalent of the sanctuary spell.
Forest Dominion
At 2nd level, the forest master gains the ability to damage all plants within 30 ft. His effective level for this ability is his class level (plus any cleric levels if you have the Plant domain), and he may use it eight times per day. The damage done is equal to 1d6 per effective level with a Will save for half (DC is 10 + effective level + Cha modifier).
Forest's Hammer
Beginning at 2nd level, a forest master begins to awaken magical abilities within the wood and metal that make up his warmace. Any warmace used by a forest master is treated as if it were a +2 weapon with either the frost or shock property (the forest master can change which of these elements infuse the weapon at will).
Beginning at 6th-level, the forest master's warmace acts as a +2 icy burst or shocking burst weapon (as the forest master's chooses).
At 9th level, the forest master's warmace acts as a +3 mighty cleaving weapon in addition to the elemental properties.
Oaken Skin
At 3rd level, the forest master's skin changes into a tough, bark-like hide, granting him natural armor +3. This bonus increases to +5 at 5th level and +7 at 7th level. This is an enhance bonus and does not stack with any other natural AC bonus.
Oak Strength
Beginning at 4th level, the forest master gains a +2 bonus to Strength and the ability to make Knockdown attacks (bonus feat). This strength bonus is granted with the Epic feats Great Strength I and II.
Spruce Growth
At 5th level, once per day the forest master can temporarily increase his size and strength as if using a <i>righteous might</i> spell.
Oakheart
Upon reaching 7th level, the forest master's body becomes a thing of wood and leaf rather than meat and bone. His type changes to plant. As such, he is immune to mind-affecting effects, poison, sleep, paralysis, stunning, and hostile polymorphing. He is no longer subject to critical hits or sneak attacks. However, the forest master becomes vulnerable to fire, and suffers double damage from fire attacks if he fails a Reflex saving throw, or half damage if he succeeds.
Deep Roots
Beginning at 8th level, once per day the forest master may sink roots into the ground. While rooted, the forest master gains fast healing 5, but has an effective Dexterity score of 1 and may not move from the spot in which he stands or the effect ends.
Forest Might:
At 10th level, the primordial forest infuses the forest master with power. He gains a +2 bonus to Strength (thus +4 total), +2 bonus to Constitution, and he takes only half damage from piercing weapons. He also gains 1 point of regeneration. These attribute bonuses are granted with the Epic feats Great Strength III and IV as well as Greath Constitution I and Great Constitution II.

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7 Lion Of Talisid on Sun Oct 31, 2010 12:30 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good - and good alone, undiluted by concerns of law or chaos. He is also a mighty druid and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal.
Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.
Requirements:
Alignment: Any good.
BAB: +4
Skills: Lore 9, Survival 9
Feats: Sacred Vow
Minimum spell level in divine spells: 2
Animal Companion
Class Features:
HD: d8
BAB: Medium
High Saves: Fortitude, Will
Weapon and Armor proficiency: None
Skill points: 4 + Int modifier
Class Skills: Concentration, Craft Weapon, Craft Armor, Diplomacy, Heal, Listen, Lore, Spellcraft, Spot, Survival
Class Abilities:
Level 1: Lion's Companion, Lion's Courage, Divine Spellcasting progression
Level 2: Scent
Level 3: Wild Shape (1/day)
Level 4: Exalted Companion, Wild Shape (2/day)
Level 5: Lion's Pounce (Spring Attack bonus feat), Wild Shape (3/day)
Level 6:
Level 7: Lion's Swiftness
Level 8: Wild Shape (4/day)
Level 9:
Level 10: Leonal's Roar
Lion's Companion: A Lion of Talisid can add his class levels to his effective druid level (his actual druid level or adjusted ranger level) to determine the capabilities of his animal companion.
Lion's Courage: A Lion of Talisid is immune to fear and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.
Divine Spellcasting: At each level, a Lion of Talisid gains new spells per day as if he had also gained a level in a divine spell-casting class to which he belonged before adding the prestige class level.
Scent: The Lion of Talisid gains the tracking feat if they do not already have it.
Wild Shape: At 3rd level, a Lion of Talisid gains the ability to turn himself into any animal and back again once per day. This works exactly as the druid's wild shape ability. Lions of Talisid prefer the shape of great cats (cheetahs or leopards at lower levels), but are not limited to such forms.
The Lion of Talisid can use this ability more times per day at 4th, 5th, and 8th level.
A Lion of Talisid who is also a druid can add his class level - 2 to his druid levels to determine his wild shape ability. For example, an 8th-level druid/6th-level lion of Talisid can wild shape as a 12th-level druid, and can thus assume plant forms while changing forms 4 times/day.
Exalted Companion: At 4th level, a Lion of Talisid gains the Exalted Companion feat as a bonus feat.
Lion's Pounce: At 5th level, a Lion of Talisid gains the Spring Attack feat.
Lion's Swiftness: When he reaches 7th level, a Lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level. At 7th level he has 7 uses/day and gains another use for each additional Lion of Talisid level (10 uses/day at 10th level).
Leonal's Roar: Three times a day, a 10th-level Lion of Talisid can issue a roar that duplicates the effects of the leonal's roar spell (new spell). The saving throw DC is 20 + the lion of Talisid's Charisma modifier.
New Spell: Leonal's Roar
Evocation
Level: Druid 8
Components: V
Range: 40'
Targets: Nongood creatures in a 40-ft.-radius spread centered on you
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell has the effect of a holy word, and its additionally deals 2d6 points of sonic damage to nongood creatures in the area. A successful Fortitude saving throw negates the sonic damage, but not the other effects of the spell.
The effect of the holy word is:
Any nongood creature within the area suffers the following effects (no save):
HD equals caster level: Deafened for 1d4 rounds
HD up to caster level -1: Blinded for 2d4 rounds, Deafened for 1d4 rounds
HD up to caster level -5: Paralyzed (helpless) for 1d10 minutes, Blinded for 2d4 rounds, deafened for 1d4 rounds
HD up to caster level -10: Living Creatures die. Undead creatures are destroyed. Paralyzed (helpless) for 1d10 minutes, Blinded for 2d4 rounds, deafened for 1d4 rounds
Nongood outsiders are banished (Will save -4 to negate).

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8 Master Of Radiance on Sun Oct 31, 2010 12:31 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 5 levels.
Masters of radiance channel the pure, undiluted power of the sun. Often originating in a good-aligned druid sect that reveres the sun, they have a holy purpose to scour the earth clean of undead. Wielding the sun's radiance as a weapon, they are the bane of any evil creature that lurks in the darkness.
Most masters of radiance are druids, due to their historical connection to sun-worshipping sects. Some clerics, cleric/rangers, or even rare paladin/rangers can also qualify for this class, bringing a combination of holy zeal and reverence for nature to their crusade against the undead.
Requirements:
Alignment: Any nonevil.
Skills: Lore 8
Divine Spellcasting: Level 3
Class Features:
HD: d8
BAB: Medium
High Saves: Fort, Will
Weapon and Armor proficiency: None
Skill points: 4 + Int modifier
Class Skills: Craft Weapon, Craft Armor, Concentration, Diplomacy, Heal, Lore, Spellcraft, Spot
Class Abilities:
Level 1: Radiant Aura 1/day, Turn Undead, Divine Spellcasting progression
Level 2: Searing Light
Level 3: Radiant Aura 2/day
Level 4:
Level 5: Beam of Sunlight, Radiant Aura 3/day
Divine Spellcasting: Beginning at 2nd level, a master of radiance gains new spells per day as if she had also gained a level in a divine spell-casting class to which she belonged before adding the prestige class level.
Turn Undead: Master of radiance class levels stack with levels of all other classes that also grant the ability to turn undead for the purpose of determining the character's effective cleric level for turning. The character gains the Turn Undead feat if they did not already have it.
Radiant Aura: A master of radiance can emanate an aura of brilliant light that weakens undead creatures. The aura provides bright illumination in a 30-foot radius around the character, and shadowy illumination for an additional 30 feet beyond that. Undead creatures (and those sensitive to light) take a -2 penalty on attack rolls, armor class, and saving throws. Each use lasts 1 minute. It also dispells any darkness spell of 5th level or lower in the area.
Searing Light: Beginning at 2nd level, a master of radiance can use <i>searing light</i> once per round as long as her radiant aura is active. Treat the character's caster level for this effect as the equal to her highest divine caster level + 2.
Beam of Sunlight: A 5th-level master of radiance can evoke a dazzling beam of intense light (the equivalent of a beam from the sunbeam spell) once per round as long as her radiant aura is active. Treat the character's caster level for this effect as the equal to her highest divine caster level + 2.

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9 Nature's Warrior on Sun Oct 31, 2010 12:32 am


PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 5 levels.
Nature's warriors are defenders of the wild, protectors of the natural world .. and often druids who have spent "too much time" in wild shape form. Members of this prestige class share a bond that transcends race and outside appearance. It is not uncommon for a nature's warrior to spend days or even weeks in a single animal or elemental form, or to shift from form to form regularly, without returning to whatever humanoid form she started with.
Virtually all nature's warriors begin as members of the druid class, but some members of other prestige classes or creatures with the wild shape ability have adopted this class. Many more militant druids - those with levels in fighter, barbarian, or ranger - find this class ideal for their purposes.
Requirements:
Alignment: Any neutral.
BAB: +4
Skills: Lore 8, Survival 8
Feat: Track, Wild shape (Druid or Lion of Talisid)
Class Features:
HD: d10
BAB: High
High Saves: Fortitude
Weapon and Armor proficiency: None
Skill points: 2 + Int modifier
Class Skills: Craft Weapon, Craft Armor, Diplomacy, Intimidate, Listen, Lore, Survival
Class Abilities:
Level 1: Nature's armament, Wilding, Divine Spellcasting progression
Level 2:
Level 3: Nature's armament
Level 4:
Level 5: Nature's armament
Divine Spellcasting: At each even level, a Nature's Warrior gains new spells per day as if he had also gained a level in both the Druid and Ranger class (only if the character has those classes).
Wilding: Nature's warrior class levels stack with druid levels (along with Lion of Talisid and Daggerspell Shaper) to determine wild shape abilities.
Nature's Armament: The Nature's Warrior can choose a bonus ability while in wild shape from from the following list:
• Armor of the Crocodile: The nature's warrior's natural armor bonus is improved by +1 per class level. <b>Note: This "stacking" bonus only applies at the time the spell is cast. It does not affect your stats if they later change due to items or spells.</b>
• Blaze of Power: While in fire elemental form, the nature's warrior is covered in a blaze of power, which functions as a warm fire shield at a caster level equal to her druid level (if any) plus her ranger level (if any) plus her nature's warrior level.
• Claws of the Grizzly: The nature's warrior gains a +3 bonus on damage when using her natural weapons.
• Earth's Resilience: The nature's warrior gains DR 3/-.
• Robe of Clouds: While in air elemental form, her body is wreathed in mist and clouds which is equivalent to concealment (20%).
• Wild Growth: The nature's warrior gains fast healing 1.

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10 Stormsinger on Sun Oct 31, 2010 12:38 am

Stormsinger
PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.
The stormsingers have learned secret methods of harnessing the magic powers of music to influence and control the weather.
The music used by stormsingers to control the weather derives from a specific form of bardic music; as a result all stormsingers have at least a little bit of training as bards. Many of them are actually multiclass bard/druids, although bard/clerics and bard/sorcerers make excellent stormsingers as well. They depend upon their sharp wits and ability to control weather for protection, so it is fairly unusual to encounter a stormsinger with any levels of fighter or similar classes.
Requirements:
Skills: Concentration 8, Lore 8, Perform 8, Spellcraft 4
Feats: Bardic Song
Class Features:
Hit Die: d6
Base Attack Bonus: Low.
High Saves: Reflex, Will.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 4 + Int modifier.
Class Skills: Craft Weapon, Craft Armor, Concentration, Diplomacy, Listen, Lore, Perform, Spellcraft, Spot, Survival.
Class Abilities:
Level 1: Stormsong (gust of wind), Spellcasting Progression
Level 2: Stormpower
Level 3: Stormsong (thunderstrike)
Level 4: Resistance to electricity 5
Level 5: Stormsong (call lightning)
Level 6: Resistance to electricity 10
Level 7: Stormsong (winter's ballad)
Level 8: Resistance to electricity 15
Level 9: Stormsong (great thunderstrike)
Level 10: Stormsong (storm of vengeance)
Spellcasting Progression: At each stormsinger level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane or divine spellcasting class she belonged to before adding the prestige class. If a character had more than one spellcasting class before becoming a stormsinger, she must decide which class she increases when she gains a level.
Bardic Music: A stormsinger's class level stacks with any levels of bard she has for purposes of determining the number of times per day she may use bardic music and the effects of all bardic music. Many of the stormsinger's high-level abilities require her bardic music as well. When a stormsinger uses her bardic music ability to create a stormsong effect (see below), it counts as one (or more) uses of her bardic music for the day. Stormsinger levels do not stack with bard levels for determining which songs a bard has access to.
Stormsong: The stormsinger can use her bardic music ability to create various storm-related effects in addition to the normal uses of bardic music.
Gust of Wind: A stormsinger of 1st level or higher with 9 or more ranks in Perform can use bardic music to generate a gust of wind, as the spell of the same name. Her caster level is equal to her ranks in Perform, with a maximum caster level of 30th.
Thunderstrike: At 3rd level, a stormsinger with 11 or more ranks in Perform can use bardic music to unleash a deadly thunderbolt. The bolt can be targeted at any one creature within 60 feet, and the stormsinger must make a successful ranged touch attack to hit the target. If she hits, the stormsinger then makes a Perform check; the result indicates how much electricity damage the thunderbolt deals (double on a critical hit). A Reflex save (DC10 + stormsinger's class level + Cha modifier) halves the damage. If the creature fails its Reflex save, it must make a Fortitude save (same DC) or be deafened for a number of rounds equal to the damage dealt.
Call Lightning: A stormsinger of 5th level or higher with 13 or more ranks in Perform can use bardic music to generate a Call Lightning effect, as the spell of the same name. Her caster level is equal to her ranks in Perform, with a maximum caster level of 30th.
Winter's Ballad: A stormsinger of 7th level or higher with 15 or more ranks in Perform can use bardic music to generate a Greater Call Lightning effect, as the spell of the same name. Her caster level is equal to her ranks in Perform, with a maximum caster level of 30th.
Great Thunderstrike: At 9th level, a stormsinger with 17 or more ranks in Perform can use bardic music to unleash a terrible stroke of lightning, bollowed by a deafening clap of thunder. The great thunderstrike affects a line 60 feet long from the stormsinger. The stormsinger makes a Perform check; the results indicate how much electricity damage the great thunderstrike deals (double on a critical). A Reflex save (DC10 + stormsinger's class level + Cha modifier) halves the damage. If the creature fails its Reflex save, it must make a Fortitude save (same DC) or take an additional 2d6 points of sonic damage and be permanently deafened.
The great thunderstrike is very strenuous, and uses up two of the stormsinger's bardic music uses for the day.
Storm of Vengeance: At 10th level, a stormsinger with 18 or more ranks in Perform can use bardic music to cause a storm of vengeance, as the spell of the same name (DC 10 + stormsinger's class level + Cha modifier). Her caster level is equal to her ranks in Perform, with a maximum caster level of 35th. This potent ability is quite exhausting to use;, each time it is activated, the stormsinger uses four of her bardic music uses for the day.
Stormpower: At 2nd level, a stormsinger gains a +2 bonus on Perform checks to use her stormsong powers and adds a +2 bonus to her caster level with stormsong powers.
Resistance to Electricity: At 4th level, a stormsinger gains resistance to electricity 5. This increases to resistance to electricity 10 at 6th, and resistance to electricity 15 at 8th.

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11 Wilderness Stalker on Sun Oct 31, 2010 12:40 am

Wilderness Stalker
The wilderness is unforgiving, and the ability to find food often means the difference between survival and starvation. The best hunters, wilderness stalkers, are consummate trackers with an instinctive knowledge of their wilderness territories.
Scouts are the most likely candidates to become wilderness stalkers, but rogues are well represented, and the prestige class attracts a fair number of multiclass barbarians and rangers who qualify.
Requirements
Base Attack Bonus: +5.
Feats: Track
Skills: Listen 8, Spot 8, Survival 8
Special: Sneak Attack 1d6
Class Features
HD: d8
BAB: High
High Saves: Fort
Weapon proficiency: None
Armor proficiency: Light.
Skill points: 4 + Int modifier
Class Skills: Craft Armor, Craft Weapon, Intimidate, Heal, Hide, Listen, Lore, Move Silently, Search, Spot, Survival, and Tumble.
Class Abilities
Level 1:
Level 2: Sneak Attack +1d6
Level 3: Swift Tracker
Level 4: Skirmish +1 AC
Level 5:
Level 6: Sneak Attack +2d6
Level 7: Camouflage
Level 8: Skirmish +2 AC
Level 9:
Level 10: Sneak Attack +3d6
Scout, Wilderness Stalker, and Swashbuckler levels stack for determining your Swashbuckler Dodge ability.

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